annotate tests/test_vulkan_wrapper.nim @ 814:6a09fe5dc99b

add: multi-material for meshes
author Sam <sam@basx.dev>
date Wed, 20 Sep 2023 22:35:04 +0700
parents 7a13941ba204
children 51ee41c1d8ed
Ignore whitespace changes - Everywhere: Within whitespace: At end of lines:
rev   line source
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1 import std/tables
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2
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3 import semicongine
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4
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5
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6 let
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7 sampler = Sampler(
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8 magnification: VK_FILTER_NEAREST,
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9 minification: VK_FILTER_NEAREST,
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10 wrapModeS: VK_SAMPLER_ADDRESS_MODE_REPEAT,
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11 wrapModeT: VK_SAMPLER_ADDRESS_MODE_REPEAT,
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12 )
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13 (R, W) = ([255'u8, 0'u8, 0'u8, 255'u8], [255'u8, 255'u8, 255'u8, 255'u8])
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14 mat = Material(
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15 name: "mat",
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16 textures: {
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17 "my_little_texture": Texture(image: Image(width: 5, height: 5, imagedata: @[
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18 R, R, R, R, R,
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19 R, R, W, R, R,
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20 R, W, W, W, R,
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21 R, R, W, R, R,
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22 R, R, R, R, R,
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23 ]), sampler: sampler)
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24 }.toTable
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25 )
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26 mat2 = Material(
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27 name: "mat2",
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28 textures: {
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29 "my_little_texture": Texture(image: Image(width: 5, height: 5, imagedata: @[
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30 R, W, R, W, R,
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31 W, R, W, R, W,
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32 R, W, R, W, R,
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33 W, R, W, R, W,
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34 R, W, R, W, R,
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35 ]), sampler: sampler)
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36 }.toTable
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37 )
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38 mat3 = Material(
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39 name: "mat3",
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40 constants: {
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41 "color": toGPUValue(@[newVec4f(0, 1, 0, 1)])
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42 }.toTable
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43 )
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44
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45 proc scene_different_mesh_types(): seq[Mesh] =
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46 @[
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47 newMesh(
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48 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)],
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49 colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
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50 material=mat,
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51 transform=translate(-0.7, -0.5),
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52 ),
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53 newMesh(
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54 positions=[newVec3f(0.0, -0.4), newVec3f(0.4, 0.4), newVec3f(-0.4, 0.5)],
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55 colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
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56 material=mat,
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57 transform=translate(0, -0.5),
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58 ),
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59 newMesh(
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60 positions=[newVec3f(0.0, 0.5), newVec3f(0.5, -0.5), newVec3f(-0.5, -0.5)],
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61 colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
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62 indices=[[0'u16, 2'u16, 1'u16]],
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63 material=mat2,
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64 transform=translate(0.7, -0.5),
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65 ),
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66 newMesh(
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67 positions=[newVec3f(0.0, 0.4), newVec3f(0.4, -0.4), newVec3f(-0.4, -0.4)],
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68 colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
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69 indices=[[0'u16, 2'u16, 1'u16]],
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70 material=mat2,
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71 transform=translate(-0.7, 0.5),
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72 ),
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73 newMesh(
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74 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)],
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75 colors=[newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1)],
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76 indices=[[0'u32, 2'u32, 1'u32]],
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77 autoResize=false,
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78 material=mat2,
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79 transform=translate(0, 0.5),
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80 ),
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81 newMesh(
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82 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)],
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83 colors=[newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1)],
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84 indices=[[0'u32, 2'u32, 1'u32]],
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85 autoResize=false,
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86 material=mat2,
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87 transform=translate(0.7, 0.5),
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88 ),
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89 ]
585
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90
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91 proc scene_simple(): seq[Mesh] =
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92 @[
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93 newMesh(
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94 positions=[newVec3f(0.0, -0.3), newVec3f(0.3, 0.3), newVec3f(-0.3, 0.3)],
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95 colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
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96 material=mat,
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97 transform=translate(0.4, 0.4),
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98 ),
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99 newMesh(
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100 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)],
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101 colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
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102 material=mat,
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103 transform=translate(0.4, -0.4),
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104 ),
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105 newMesh(
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106 positions=[newVec3f(0.0, -0.6), newVec3f(0.6, 0.6), newVec3f(-0.6, 0.6)],
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107 colors=[newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1)],
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108 indices=[[0'u32, 1'u32, 2'u32]],
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109 autoResize=false,
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110 material=mat,
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111 transform=translate(-0.4, 0.4),
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112 ),
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113 newMesh(
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114 positions=[newVec3f(0.0, -0.8), newVec3f(0.8, 0.8), newVec3f(-0.8, 0.8)],
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115 colors=[newVec4f(0.0, 0.0, 1.0, 1), newVec4f(0.0, 0.0, 1.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
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116 indices=[[0'u16, 1'u16, 2'u16]],
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117 instanceTransforms=[Unit4F32, Unit4F32],
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118 material=mat,
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119 transform=translate(-0.4, -0.4),
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120 )
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121 ]
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122
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123 proc scene_primitives(): seq[Mesh] =
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124 var r = rect(color="ff0000")
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125 var t = tri(color="0000ff")
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126 var c = circle(color="00ff00")
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127 r.materials = @[mat]
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128 t.materials = @[mat]
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129 c.materials = @[mat]
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130 r.transform = translate(newVec3f(0.5, -0.3))
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131 t.transform = translate(newVec3f(0.3, 0.3))
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132 c.transform = translate(newVec3f(-0.3, 0.1))
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133 result = @[r, c, t]
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134
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135 proc scene_flag(): seq[Mesh] =
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136 @[
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137 newMesh(
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138 positions=[newVec3f(-1.0, -1.0), newVec3f(1.0, -1.0), newVec3f(1.0, 1.0), newVec3f(-1.0, 1.0)],
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139 colors=[newVec4f(-1, -1, 1, 1), newVec4f(1, -1, 1, 1), newVec4f(1, 1, 1, 1), newVec4f(-1, 1, 1, 1)],
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140 indices=[[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]],
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141 material=mat,
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142 transform=scale(0.5, 0.5)
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143 )
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144 ]
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145
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146 proc scene_multi_material(): seq[Mesh] =
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147 var
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148 r1 = rect(color="ffffff")
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149 r2 = rect(color="000000")
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150 r1.materials = @[mat]
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151 r2.materials = @[mat3]
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152 r1.transform = translate(newVec3f(-0.5))
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153 r2.transform = translate(newVec3f(+0.5))
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154 result = @[r1, r2]
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155
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156 proc main() =
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157 var engine = initEngine("Test")
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158
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159 # INIT RENDERER:
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160 const
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161 shaderConfiguration1 = createShaderConfiguration(
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162 inputs=[
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163 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead),
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164 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite),
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165 attr[Mat4]("transform", perInstance=true),
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166 ],
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167 intermediates=[
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168 attr[Vec4f]("outcolor"),
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169 ],
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170 outputs=[attr[Vec4f]("color")],
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171 samplers=[
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172 attr[Texture]("my_little_texture")
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173 ],
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174 vertexCode="""gl_Position = vec4(position, 1.0) * transform; outcolor = color;""",
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175 fragmentCode="color = texture(my_little_texture, outcolor.xy) * 0.5 + outcolor * 0.5;",
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176 )
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177 shaderConfiguration2 = createShaderConfiguration(
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178 inputs=[
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179 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead),
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180 attr[Mat4]("transform", perInstance=true),
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181 ],
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182 intermediates=[attr[Vec4f]("outcolor")],
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183 outputs=[attr[Vec4f]("color")],
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184 uniforms=[attr[Vec4f]("color", arrayCount=1)],
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185 vertexCode="""gl_Position = vec4(position, 1.0) * transform; outcolor = Uniforms.color[0];""",
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186 fragmentCode="color = outcolor;",
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187 )
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188 engine.initRenderer({
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189 "mat": shaderConfiguration1,
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190 "mat2": shaderConfiguration1,
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191 "mat3": shaderConfiguration2,
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192 })
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193
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194 # INIT SCENES
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195 var scenes = [
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196 Scene(name: "simple", meshes: scene_simple()),
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197 Scene(name: "different mesh types", meshes: scene_different_mesh_types()),
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198 Scene(name: "primitives", meshes: scene_primitives()),
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199 Scene(name: "flag", meshes: scene_flag()),
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200 Scene(name: "multimaterial", meshes: scene_multi_material()),
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201 ]
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202
589
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203 for scene in scenes.mitems:
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204 engine.addScene(scene)
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205
576
677e4f7fb567 add: comments for further refactoring
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206 # MAINLOOP
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207 echo "Setup successfull, start rendering"
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diff changeset
208 for i in 0 ..< 3:
650
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diff changeset
209 for scene in scenes.mitems:
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210 echo "rendering scene ", scene.name
589
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diff changeset
211 for i in 0 ..< 1000:
607
64eb53f81cf6 add: improvments and E10 (pong)
Sam <sam@basx.dev>
parents: 599
diff changeset
212 if engine.updateInputs() != Running or engine.keyIsDown(Escape):
590
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diff changeset
213 engine.destroy()
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diff changeset
214 return
592
cda5874a8454 add: recreation of swapchain (at least on linux, windows will likely fail, needs testing
Sam <sam@basx.dev>
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diff changeset
215 engine.renderScene(scene)
590
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216 echo "Rendered ", engine.framesRendered, " frames"
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diff changeset
217 echo "Processed ", engine.eventsProcessed, " events"
575
eaedc0369c38 yay: first triangle rendering with new engine implmentation
Sam <sam@basx.dev>
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diff changeset
218
eaedc0369c38 yay: first triangle rendering with new engine implmentation
Sam <sam@basx.dev>
parents: 574
diff changeset
219 # cleanup
557
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parents: 555
diff changeset
220 echo "Start cleanup"
588
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diff changeset
221 engine.destroy()
590
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222
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diff changeset
223 when isMainModule:
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diff changeset
224 main()